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Blade's Journey's itch.io pageJudge feedback
Judge feedback is anonymous.
- GDD The GDD is simple and gets to the point. With time and experience, you can flesh out the GDD a bit, add some images when possible, and add some working formatting to get it to be easier to read. Just adding a little more meat to the bones. menu Simple menu, showcasing the opening environment and a nice BGM Gameplay The game starts with a monologue between the sword and you, the traveler. The sword enjoys making jokes, and they are quite funny. But I didn't feel like the traveler was needed, since he doesn't appear as someone wielding the sword; it's just a device for the sword to talk to the player. If the sword just decided to float away to find the hero on his own, nothing in the game would change. Same gameplay and same story. The combat is simple. As mentioned, you can fight or you can flee. Killing slimes doesn't give anything, so it's up to the player. Combat is not very fleshed out; the slimes attack without changing his animation. I tried bobbing and weaving, but my HP would get low anyway. The best strategy was facetanking while mashing attack, then waiting for the regen before killing the other slime. The layout of the map is inspired by the older games, full of dead ends and enemies. It gives room to add secrets and more paths forward in the future. The screen transition is a bit rough, being sudden and resetting the BGM. Art The art style is great; the sword meshes well with the environment. It feels like I am deep in a forest. Well done. But the guards and the hero have completely different art styles; it was really jarring. Something closer to the design of the sword and environment would go a long way. Even the other swords were different. Consistency is key. Sound design As the GDD mentioned, there's only the BGM, no effects for attacks, being hit, or background noises. Adding it later will enhance the experience. Feedback Good job; it's a small experience, using a pretty cool concept. I like the humor and the idea of being a sword that just got tired of waiting. Take the feedback I gave to heart; you can end up developing something special. And also keep in mind that all the feedback I gave considers only the game in a nutshell; it does not take into consideration that this is a game made by a solo dev. You did great work with the time constraint of a game jam, and your creative ideas were quite good. Be proud and keep learning. I hope my feedback helps you in your journey.
Link to your Game Design Doc on Google Drive.
https://docs.google.com/document/d/e/2PACX-1vRR1dWDx_7dFsJccUBFPntygBskl1vubo2TXNCIwtoZKcPDqDfsUyTEdD32IoipzwHp3gKUzjDZfiAT/pub
Have you checked that your GDD is publicly accessible ?
yes
Is your game set to public on itch.io so we can see it?
yes
Summarise your game!
A sword thats been waiting a long time for a hero to come clain it decides to go look for a hero themselves
Please explain how your game fits the theme:
the player plays as the sword seeking the hero
Is there anything you'd like the judges to pay particular attention to?
my first time useing Godot it was fun
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